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 Proto armée pour les nains du chaos

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AuteurMessage
Marell le Fou
Sombre Cracheur de Feu
Sombre Cracheur de Feu



Nombre de messages : 11075
Localisation : Nouméa
Date d'inscription : 19/10/2009

Proto armée pour les nains du chaos Empty
MessageSujet: Proto armée pour les nains du chaos   Proto armée pour les nains du chaos Icon_minitimeJeu 15 Mai - 20:46

J'ai discuté un peu autour des nains du chaos avec une personne du forum SG et voila t'y pas qu'il m'envoie des photos de ses protos figurines qu'il va peut-être proposer à un site (Eureka je crois) pour augmenter leur catalogues de nains du chaos.

On peut les voir ici :

https://s255.photobucket.com/user/fattdex/library/Chaos%20Dwarves/CD%20Train?sort=3&page=1

Dans le même temps, il m'a envoyé une liste pour cette armée. Je lui ai demandé si je pouvais poster ça ici et il a dit ok. Il espère pas mal de retours.

L'armée est basée sur la légion d'Azghor, la liste d'armée pour Battle proposée par Forge World dans le livre lié à l'histoire de Tamurkhan.

Voila ce qu'il a mis dans son PDF.

Citation :
Legion of Azghor Army Selector


Proto armée pour les nains du chaos 7816277_cd7efabe6d_l

Chaos Dwarf Army Rules

Each Iron Daemon in a chaos dwarf army may form a special brigade with up to four stands, consisting of Armoured Carriage or Artillery units. All units must begin the game or move into a position to form a ‘train line’ behind the Iron Daemon unit, touching stands from short end to short end. All units being ‘coupled’ by the Iron Daemon move as if they are an Iron Daemon machine. During the command phase, ‘coupled’ artillery units may separate from the train by being issued a move order to move away from the train, and an Iron Daemon may leave a train by moving away from it- all movement commands moving out of the special brigade formation must be issued first to the rear cars of the train, in order up to the Iron Daemon at the start of the train. Magma Cannon units may not shoot as long as they are part of an Iron Train brigade.

Contempt

Chaos Dwarves despise all other forms of life, expecting their lesser slaves to break before them, controlling them through fear. Chaos Dwarves, Blunderbusses and Bull Centaur units are never affected by confusion as a result of friendly Hobgoblin or Hobgoblin Wolf Raider units moving through them.

Special Rules


1. Blunderbusses
Blunderbusses have a 15cm range, reduce the enemy’s armour save by -1, and fire 1 D3 shots per stand. Roll 1 D3 once for the entire unit each time the unit fires or fires in a ‘stand and shoot’ reaction. This is the number of shots fired by each stand.
2. Burning Bright
K’daai are flame daemons, bound by powerful sorcery. K’daai are unaffected by enemies which cause terror in combat, so they
do not suffer the usual -1 Attack modifier. At the end of the Chaos Dwarf player’s Combat phase, roll 1D6 for each K’daai unit in the army- on a result of 6, the unit has burned especially bright and loses one hit without an armour save.
Because K'daai Destroyers have a great many hits (6) which are difficult to inflict even during a lengthy combat engagement, we must consider the possibility of hurting the Destroyer and reducing its effectiveness in subsequent turns. Therefore, if a K'daai Destroyer has accumulated 3-5 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt. Once a Destroyer has been badly hurt, all accumulated hits are discounted and its maximum hits value and Attacks are halved for the rest of the battle (to 3 Hits and 4 Attacks). K’daai Destroyers cause terror in their enemies.
3. Chaos Dwarf Artillery
Chaos Dwarf Artillery count as fighting from a defended position (see Warmaster Rulebook p.51) due to being mounted high
upon a train Carriage, and are hit on a 5+ by combat and shooting attacks.
Magma Cannons are treated as Dwarf Flame Cannons (see Warmaster rulebool p.76) Dreadquake Mortars are treated as Undead Skull Chukkas (see Warmaster Rulebook p.76)
Armoured Carriage
An Armoured Carriage unit may be occupied by a unit Chaos Dwarf, Hobgoblin or Blunderbusses unit, and allows the unit to move as part of an Iron Train brigade. A unit may start the game mounted upon a Carriage. A unit may move onto a Carriage (so long as each stand can contact a Carriage base) or move or evade from a Carriage (measuring the starting position of the of the movement from the Carriage’s stand) in the orders phase so long as the Iron Train does not move that turn, but units may not Charge from a Carriage. To remember that an infantry stand is mounted on an Armoured Carriage, simply place it in base contact with the Carriage’s stand. An Armoured Carriage that is not being pulled as part of an Iron Train formation has a movement value of 0cm.
A Carriage mounted unit has a 360 degree field of view when shooting. When fighting a combat whilst mounted on a Carriage, the enemy strikes against the mounted unit. The first side of a Carriage contacted by a charging enemy unit counts as the front facing side of the mounted unit, subsequent enemy units charging the opposite side of the carriage attack from the rear, inflicting a -1 combat penalty on the mounted unit per stand in contact. If the mounted unit loses the combat and flees, the carriages are automatically destroyed and the enemy may pursue the fleeing unit as normal. An unoccupied carriage charged by an enemy unit is automatically destroyed.
4. Iron Daemon
The Iron Daemon follow the rules for Steam Tanks (see Warmaster Rulebook p.51) With the following exceptions:
The Iron Daemon may form a brigade with Armoured Carriages and Artillery units as described in the Iron Train section under Chaos Dwarf Army Rules
5. Sorcerer Prophet
Sorcerer Prophets are the oldest and mightiest Wizards in the realms of the Dawi Zharr, as their powers increase with age, so does the size of the armies they command. Sorcerer Prophet Generals can cast spells like a Wizard, and may take magical items restricted to Wizards. Once during the battle, the Sorcerer Prophet may add +1 to the dice roll to cast a spell, announcing that they are using this power before the die is cast.
6. Bale Taurus
Any character may be mounted on a Bale Taurus. This mighty beast is fearsome to face on the battlefield. The Bale Taurus causes Terror and is able to Fly. A Bale Taurus may make a shooting attack with 20cm range if it joins a unit.
7. Lammasu
The Lammasu is a magical being, trained to serve the Chaos Dwarves. A Chaos Dwarf Sorcerer or Sorcerer Prophet may be
mounted on a Lammasu. A Lammasu is able to Fly. In addition, hostile spells cast on a unit joined by a character mounted on a Lammasu may be dispelled on a roll of 4+ on a D6 (This acts like a Dwarf Dispel ability [see Warmaster Armies p.26] except it only works on a targeted unit that the Lammasu has joined)

MAGIC


Breath of Hatred
4+ to cast.......................Affects the unit he is with
The Wizard casts Breath of Hatred on a unit he has joined, each stand in the unit gains +1 Attack in close combat until the beginning on the player’s next turn.

Ash Storm
5+ to cast..............................................Range 50cm
This spell must be cast on an enemy unit that the Wizard can see. Until the beginning of the player’s next turn, the enemy unit will be hit by an extra d3 attacks from any unit engaging it in combat or shooting. In addition, the unit will immediately become confused on the roll of a 6+.

Magma Rain
6+ to cast..............................................Range 30cm
All unengaged enemy units within 30cm of the Wizard take d3 shooting attacks with -1 to the target’s armour roll.

Hell Hammer
6+ to cast..............................................Range 30cm
Draw an imaginary line from the Wizard to a point 30m away- any unit, friend or foe, receives 3 shooting attacks worked out in the usual way, with no armour saves allowed. Unengaged units can be driven back by the Hell Hammer attack as normal for a shooting attack. Engaged units cannot be driven back by the attack, but carry over any hits that are scored into the first round of combat, counting as having being struck in the combat itself.
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Gilles Guerrier

Gilles Guerrier


Nombre de messages : 4094
Age : 59
Localisation : Dieppe... mais au Nouveau-Brunswick Canada
Date d'inscription : 24/05/2007

Proto armée pour les nains du chaos Empty
MessageSujet: Re: Proto armée pour les nains du chaos   Proto armée pour les nains du chaos Icon_minitimeVen 16 Mai - 0:16

Les gros chars sentent l'imprimante 3D... qu'en pensez vous ?

Gilles
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Mocchus

Mocchus


Nombre de messages : 4389
Age : 42
Localisation : Vallauris
Date d'inscription : 06/05/2013

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MessageSujet: Re: Proto armée pour les nains du chaos   Proto armée pour les nains du chaos Icon_minitimeVen 16 Mai - 4:25

c'est de la résine cristal, c'est aussi ce  que j'utilise Smile 

Je suis pas fan de la liste d'azghor pour battle, je joue NDC depuis pas mal d'années et je me sert de la liste du GP de 2009 ou 2010 je sais plus très bien.

a voir ce que ça peut donner à warmaster

mais je suis le truc le projet m'interesse  Very Happy
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latribuneludique
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latribuneludique


Nombre de messages : 11316
Age : 48
Localisation : Lyon
Date d'inscription : 07/12/2006

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MessageSujet: Re: Proto armée pour les nains du chaos   Proto armée pour les nains du chaos Icon_minitimeVen 16 Mai - 7:03

Ma première impression sans analyse très poussée : cela semble un poil puissant. Il y a de la grosse unité bien résistante avec possibilité de lui adjoindre de l'infanterie bon marché et de belles machines. La chaîne de commandement e et le tout avec deux sorts plutôt monstrueux (même à 6+, il y a moyen de les lancer avec un peu d'aide).

Cela me donne l'impression d'avoir un peu le beurre et l'argent du beurre mais il faudrait que j'aille plus loin dans la réflexion.
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